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SCREAM ZONE

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A member registered Nov 03, 2023 · View creator page →

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Either or neither! You can also use engines like Godot, GDevelop, Game Maker, Twine, etc.

The very top results will be posted on our Discord, with a link to all the ratings. So if you want a reminder when the results are out, join the Discord!

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Yes, but we do not recommend it as people are unwilling to install games in order to play them, especially mobile games.

If you'd like to make a mobile game, I'd recommend making something that can be played in the browser, or also providing builds on desktop platforms (Windows / macOS / Linux).

EDIT: Of course, if you do not care about ratings and just want to join the jam for fun, then you can ignore this.

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You absolutely can, but we don't recommend it.

People are often unwilling to install games in order to play them. This is especially true for mobile games, which people are very cautious about.

If you'd like to make an Android game, I'd recommend making something that can be played in the browser, or also providing builds on desktop platforms (Windows / macOS / Linux).

EDIT: Of course, if you do not care about ratings and just want to join the jam for fun, then you can ignore this.

Great question - VR games of any kind are welcomed to the jam! Just a heads up that as other players may not be able to play them, you may find the game isn't played or rated as much. But otherwise it's absolutely encouraged :) 

A fantastic adventure game that relishes in its atmosphere. Everything from the period visuals and user interface that evoke an older adventure game, to the subtle but highly effective soundtrack create the impression of a fully realised creative vision. The core concept of an abandoned hotel plagued by media networks with cult ties is a unique one and the lore of the game is well embedded in the environment the player can observe and investigate. This would have demolished those old-style room escape games like The Crimson Room back in the day. All I can say is that I hope you continue being able to come up with and create games like this - it's a pleasure to play! 

Thanks for being part of the Scream TV jam! 

- ryan 

Hi! Ideally, games should be for Web, Windows, macOS and Linux, with Web being the most important. VR is okay, but your player numbers will be down unless it's optional. People are wary of installing games, and so are unlikely to play Android games, but you can submit games for any platform you want.

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This is a lot of fun! Changing channels on the television is used to great effect to reflect the increasing desperation of trying to find clues whilst also avoiding the dreaded father getting all up in my grill. There's a nice mix of art and leveraging royalty-free footage that creates a bit of a period vibe that works well with horror.  The clues also add an interesting puzzle element that is specific to the footage. The red works great as a cue for clues whilst creating a bold and distinctive color scheme against the monochrome. I think after I realised that the father character only harasses you when you continue to change channels rather than worrying about freezing or staring at him, the quick reactions became more manageable. I think the only constructive feedback I can give is that there's a lot of opportunities for even more storytelling here. What is this weird, dilapidated house, and why does my dad want to stare at me so much? Great work! 

Thanks for being a part of the Scream TV jam! 

- ryan 

Just like the Scary Maze game, this is a devilish idea predicated on tricking the player into intently focusing on one thing when they are just about to become startled by a jumpscare! The idea is simple and effective and I like how it's executed. As other have said, it can be quite tricky at first, but this is all part of the trick to ensnare people's focus and attention. Fun idea - good work! 
Thanks for being a part of the Scream TV jam! 

- ryan

This rules. As others have said, there's something very funny and unique about the horror premise of attending to the needs of a demon that has set up on your couch and is keen on watching television, and the animations were a highlight! The design is well done and covers all of the mechanics of a good point-and-click adventure. I feel like any decent adventure game needs something a little messed up and making a poison from bad food in the fridge is definitely up there. As others have noted, for constructive criticism finding ways to checkpoint and add restarts and also think about intuitive ways to signal actions such as changing rooms or interactable objects can help a lot. 

Thanks for being a part of the Scream TV jam! 

- ryan 

I like the game's central idea of messing around with the relationship between the player and game. Sometimes it can be very effective to manipulate and confuse a player and break down the idea of where the game begins and ends. I really encourage you to explore these ideas and how they can reinforce a narrative! In this game, there's a few fun twists - reassembling the body of the game's author, believing the game is frozen when it's not, and traversing outside the game space. I like the hints at narrative progression with the pictures too. For constructive feedback, think about how you can tie the threads together into a story: how can the tricks you've learnt and demonstrated along the way reinforce a way of telling a story? For instance, a common trope with these mechanics is to set up a 'haunted' game or entity that is messing with the player. There's so many angles to go with these ideas and it's awesome to see something fresh! Great work. 

Thanks for being a part of the Scream TV jam! 

- ryan 

Such a unique and strange game! I really appreciate the distinctive approach of having puzzles in a jam which sets it apart from the generic genres you often see. As others have noted, it needs a little bit of bugfixing, but that's alright - the game conveys its core ideas well! The time and reaction-based puzzles are a great idea and there's definitely a lot of ideas to integrate them with other minigames. A little WarioWare, if you will. I hope you're able to keep working on this and complete the vision of the game you were going for as it looks very promising! 

Thanks for being a part of the Scream TV jam! 

- ryan 

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Hey, it's a Scary Maze style game! I remember getting tricked by these a long time ago. I like how you've built on the idea and made it your own by adding in additional game mechanics. The whole point of the game is the crass jump scares - my only feedback is that the scares could have been even more tricky! But I'm appreciative you didn't go down that path. For my own sanity. 

Thanks for being a part of the Scream TV jam! 

- ryan

Highly effective exploration-based horror game. The theme is employed incredibly well through the association of visual glitches and static. Exploring at the walking pace creates this ominous atmosphere that works very well. I liked the inclusion of pieces of lore scattered through the initial stages of the level and it kept me wondering about what I was doing and where I was. The gameplay mechanic of locating objectives through changing channels of static on a television strapped on your back is ingenious! In terms of constructive feedback, I think the next steps for building on this would be to find a gameplay mechanic that reinforces the tension or danger. Being chased is the go-to, but I think there's plenty of opportunities to go down a time-based or the adventure/puzzle route too. With a setup this effective, the possibilities are limitless! Great work. 

Thanks for being a part of the Scream TV jam! 

- ryan

Hi manonamora!

Games submitted to our jams must be made during their timeframes, which in this case was a week. It was found that “Teatime with a Vampire” was developed over the length of a month and is therefore not eligible for submission.

So unfortunately had to remove your game. I’m sorry, we very much enjoyed it. Hopefully you consider joining one of our future jams!

You're very welcome! I hope you're able to build on your skills and make more cool stuff! 

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Great turns of phrase in here that indicate a love of panache and whimsy.  The presentation of the story indicates a good confidence with Harlowe given the design of the custom CSS, particularly the design of the player-input password as a puzzle that could lie at the centre of the enigmatic story. I need to play it again to properly process it, but it effectively conveys images of forlorn desolation of an abandoned apartment and dated television show only preserved through the obsessions of the main character. It's a bit Videodrome in how it sets up the television as this large, dreadful thing through which fantasies are channeled. Which is nice. Whilst time-consuming and difficult to plan, I definitely encourage exploring the possibilities of finalising the puzzles - I assume they're not done, or I'm not very smart - as this really does start to tug at the flexibility of Twine as a pretty open-ended medium. Great work! 

Thanks for being a part of the Scream TV jam! 

- ryan 

This game fuses quite a few genres that I enjoy seeing in horror games - there's the analog horror genre, with its Assessment Examination style menus, and the desktop simulator. Similar to something like Hypnospace Outlaw, I like how you enjoy playing around with the dated UI elements and poking fun at the design. Placing the interactive computer in a 3D space also adds a sense of immersion to the game that I liked. In terms of constructive feedback, I liked the subtle storytelling through the browser history and think that could be explored more. How does the narrative connect to the mysterious assessment at the end of the game? I note that this was both a collaborative effort and what looks like a first foray into creating 3D games which is an enormous achievement. Great work! 

Thanks for being part of the Scream TV jam! 

- ryan 

Great take on a classic horror game mechanic - the trusty torch! I like how the torch here becomes a weapon to stave off the creature with light, which is animated very well. The layout is designed well as an avoidance and collection horror game with a similar model to Slender, except here there's a door system that adds nice pacing between safe and risky spaces. There's plenty of possibilities to take this further, including playing with the direction and radius of light to make it less effective, and designing enemy pathfinding and AI to make encounters less predictable and require quick thinking and a little strategy. Another direction is to consider environmental storytelling - other than text, how can the design of the game space and the things in it help convey a narrative about the game and the world the player is in? Looking through your portfolio it is also clear that you are both prolific and that skills have progressed enormously into developing 3D games - and that is awesome to see. I hope you keep at it! 

Thanks for being a part of the Scream TV jam! 

- ryan 

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Congrats on your first game on the itch.io platform! You did a great job using Clickteam to create a game with a complete narrative and interactive game. I liked the premise and thought it was a really smart idea to control the game through the remote, just like the main character would. This game and its controls reminds me a lot of those DVD menu games that used to be very popular, which was very nostalgic! It's awesome to see the commitment to fully voice acting a game with this many characters too. I hope you keep at making games like this and coming up with new stories - and scares! 

Thanks for being a part of the Scream TV jam! 

- ryan

Not every day that you see a game submitted to the jam with a manual! I really enjoy the care and attention to detail you engaged in by going beyond the tropes of Five Night's At Freddy's and creating a complex management horror game. Whilst designed in the same way, this game is definitely a lot more involved with understanding systems and interfacing with the text input and commands to see results. The design of the environment shows examples of character and humour that add an additional element of worldbuilding to the game - I especially found the trashed manual quite funny. I think for constructive feedback, consider how ramping up the implementation of systems and difficulty could help ease players into comfortably using the game's systems. Some quality of life featuers, including direct text input into the screen rather than a text box and a replay button on failure could help keep the flow of the game going. But all in all this is a great achievement for a jam game and I hope you're able to continue developing these ideas - either as a post-jam version or in future projects! 

Thanks for being a part of the Scream TV jam! 

- ryan 

Awesome environment design! I like the attention to detail with the layout of the house, flicker of the torch and television static, and the dimly-lit turns and corners. There's an obvious and effective platform to build on this if you have the inclination. The tape collection mechanic and house environment is executed well here and could easily integrate into something bigger as this is the bread and butter of good horror games. I also note it's your first 3D project, so it's really impressive you were able to execute most of this from scratch on your own in a week. 

Thanks for being a part of the Scream TV jam! 

- ryan 

Hi ItsRave_n! If you need some support with your builds, I'm not sure what'd happening but we can try to help.

Please do not rate games which you cannot play.

Brilliant and fascinating satire of Rabbits that deconstructs the uneasy relationship between the audience, actor, and medium through a surrealistic fever dream. The uncanny, dithered screen, the atmospheric music and the disjointed, disaffected voice acting creates a perfect iteration of its Lynchian inspirations. From what I can tell there was some experimentation with randomisation or generative approaches to the 'shows' which made them feel even more offbeat and unusual. The inclusion of multiple endings oriented around the player as judge reinforce the idea of the characters as puppets in a nightmare play. The writing was excellent for a surrealistic imitation of Rabbits and found a good balance imitating its dismal and routine dialogue with the beats of existential dread. I think in terms of feedback, whilst putting aside the fact some players will not quite understand what this is going for, the relationship between passive and active player roles could have been explored a little more to keep the player involved in the show of Dogs and the outside world. But then again, the game seems to relish in asking who the captive is - the actors awaiting their fate, or the player doomed to laugh and applause on command? 

Thanks for being a part of the Scream TV jam! 

- ryan 

A short, impressionistic experience that I enjoyed. The dithered visual presentation and bold color scheme have a sort of Cruelty Squad vibe to them that I like a lot. The game evokes a broad psychosurrealist theme of fixation and letting go of a relationship or haunting regret. Abstraction and inference can be a lot of fun when they hint at something bigger. Like in the title, I think the intersection of technology and mysticism is a fertile area to explore and hope you can build on the aesthetic and ideas in this project. You really have something going here! 

Thanks for being a part of the Scream TV jam! 

- ryan 

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This is a really interesting concept for a trivia game! The Soviet atmosphere and theming really add to the uniqueness of the game. It's really cool you were able to set up the architecture of a robust quiz - having time limits, multiple choice, guess options and fail states. Adding background information about the games helps players learn a little as they go! There's plenty to build upon and maybe the next steps could be to find a balance between the time limit and internalising the information, and adding a gameplay loop to encourage replayability. 

Thanks for being a part of the Scream TV jam

- ryan 

Thanks! Can't wait to play it!

Of course you can! It's not until October so there's plenty of time to figure out what to do and find other jammers to work with. Definitely check out the Discord closer to the start of the jam if you're looking for people to group up with! 

This is a very intelligent and thought-out take on Sokoban and it's clear that you really considered how to put an interesting twist on a classic game. The idea of multiple sliding puzzles and monsters that chase the player as they complete sequences is excellent. The idea to have monsters with different behaviours that are demonstrated through the level design is ingenious. The game is simple, using the retro music and PICO-8 engine to great effect. I think this is a good example of how decent design ideas can make an old idea feel very new. 

Thanks for being a part of the Scream TV jam! 

- ryan 

You are very welcome! It's wild that this is your first horror game - I hope you keep making experiences like this! 

A trivia game with a devilish twist! The game's challenge got me replaying it a few times before I reached the end, which helped me learn a lot about computer technology. The inclusion of little bits and pieces of lore as the player progresses through the challenge is a nice touch that adds an overarching story. I am ashamed to admit that the one thing that I was most impressed about with this game was the visceral effects of being horribly shocked every time that you answered a question wrong! The title is also a lovely homage to the original - slightly less painful - experiment. Great work!  

Thanks for being a part of the Scream TV jam! 

- ryan 

This is really impressively executed! The analog horror design is done very well and the music and monochrome graphics complement one another. The art style is nice, simple and cleanly drawn, which makes the unusual elements in the game, like the blood, all the more unsettling. The story itself is very dark and interrogates the warped state of mind of a murderer - I wasn't sure what to make of Mac but interpreted him less as the child he was but as the manifestation of the father's guilt and shame. Very morbid. I think the only constructive criticism I could offer would be to try a proofread of some of the dialog spelling to give the game some extra polish. 

Thanks for being a part of the Scream TV jam! 

- ryan 

I like the premise of the walking simulator - it's straightforward and effective. The story of the game is told through the environment and the scale really helps the player internalise how many people are disconnected. The idea of switching off and transitioning the sky to daylight is a nice metaphor for the unsung merits of going outside. Also, Unsorted Horror looks like great inspiration and an interesting game, and I'll have to try it out as well! 

Thanks for being a part of the Scream TV jam! 

- ryan

This is a cool proof of concept! I like how the three-dimensional space pops out with the parallax effect. The patterns of seats in the cinema make for an interesting setting. Not quite knowing what the big slithery monster was, and setting some dialog around its movie-obsessed coercion of the player made the game nicely stranger and more surrealistic. There's plenty of opportunities to keep fleshing out the game, including figuring out collision, a gameplay loop and a use for the shooter mechanics. Can't wait to see the full game! 

Thanks for being a part of the Scream TV jam! 

- ryan

Hey! It looks like the game isn't packaged with the page. That's ok, and if you've finished the game and forgot to upload it in time, you're welcome to do so during the rating period. Reach out if you need any help! 

- ryan 

Hey there! Unfortunately it doesn't look like this game loads. No worries, and you're more than welcome to upload any fixes to get the game running in the rating period. Let us know if you have any issues here or on Discord! 

- ryan 

Page only is fine.

Hi! For this game jam, yes it’s fine as long as you list the AI software used. For future jams, we’ll be creating an AI policy.

Hi! Yes, you absolutely can join this jam with non-digital games! We encourage it.